2,130 Commits over 2,161 Days - 0.04cph!
Modified LightGroupAtTime to update all elements on same pass when intensity override is modified
Modified AmbientLightLOD to allow instantaneous intensity updates and custom fade durations for specific instances
Fixed AmbientLightLOD case not reaching intensity target
Fixed volumetric light beams not being reliably disabled by LightGroupAtTime
Removed redundant private.0 files and respective metas
Cherry picked
37573 from hdrp: fixed water system get height NRE
More terrain shader optimizations; 5% faster
Simplified, cleaned and optimized terrain shader; now ~10% faster and easier to read
Nuked terrain atlas related sampling; now array only
Toned down parallax a bit
Disabled mesh compression on all remaining models
Changed player settings vertex compression mask to include everything
Disabled mesh compression and read/write on all excavator-related models
Renamed array water get height
More optimizations for single water get height
Added water height test/profile preprocessor path; disabled by default
Updated RustNative x64 windows binary; recompiled w/ same compiler settings as build server
Fixed potential water system issues when ocean body not in scene
Optimized native path for WaterSystem.GetHeight; now over 5x faster
Optimized native path for WaterSystem.GetHeight array; now over 10x faster
Added managed fallbacks
Updated x86_64/RustNative.dll
Improved perf on water system sample height (wip, first stage)
Fixed water purifier disappearing after going out of network range
Testing silly buoyancy optimization
Fixed atmosphere volume gradient issues causing overbrightness at night + tweaked swamp values
Toned shore foam down a notch
Added another threshold for shore foam control (far) + distance blending + distance fade
Toned down shore foam significantly using new controls
Fixed missing shore vector map on procmap servers
Cherry picked
36392
cherry picked
36351
protocol++
Nuked some unused stuff + small shader shave
Fixed potential bug in occlusion culling's bufferSet (compute)
Removed depth bits from hiZMap (unused)
Testing NRE fix in lightLOD
Reapplied
35876 + lightLOD NRE fix
Fixed terrain base map not available from shader lod 101 to 199
Cherry picked powerline_pole_a light removal
Fixed LightLOD component triggering update calls every frame for intensity fading
Fixed LightEx handling of LightLODs in regards to pooling
Testing coverage query occluded by default
Changed guid on a couple of editor-only tools to match original
Subtracted texture-streaming
Removed debug log in terrain texturing
Subtracted hair-morph-opts (not working properly)
Tweaked streaming settings + no discard mips
Added building atlas textures to streaming pool
Added streaming controller to main camera and player_preview prefabs
Merge from texture-streaming-2 (testing)
Minor fix for water reflections in edit mode
Reverted SSR scaling (needs work)
Testing water SSR optimizations
Fixed water outlining issues
Disabled importer mesh compression on all models (disk only)